Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

I think that's best as there are more non-dll modders around.
Maybe not currently, but historically at least. ^^
The majority of C2C contributors have been mainly xml modders.
These asserts can be triggered by xml and python errors as well they don't exist only for dll modding.
 
Yeah the asserts are primarily for the xml I think, but I can change it anyway, we can re-evaluate later, perhaps when some asserts get fixed :D
 
These asserts can be triggered by xml and python errors as well they don't exist only for dll modding.
True, which is why xml modders should test the assert dll whenever they've done more than small tweaks here and there.
It is just annoying to get loads of asserts behind the game window when one only want to play the game. first one thinks the game has frozen, before one realizes that there's a benign assert behind the game window one has to alt+tab to to get on with the game.
 
True, which is why xml modders should test the assert dll whenever they've done more than small tweaks here and there.
It is just annoying to get loads of asserts behind the game window when one only want to play the game. first one thinks the game has frozen, before one realizes that there's a benign assert behind the game window one has to alt+tab to to get on with the game.
Windowed mode is your friend here.

Some asserts are pointing to really old bugs which never got fixed because nobody cared. They won't ever be fixed if the solution is to just disable the notifications about them.
 
Some asserts are pointing to really old bugs which never got fixed because nobody cared.
And 99% of those asserts are bugs only a dll modder would be able to debug, bugs that xml/python/art/translator modders will never fix anyhow.
Asserts about xml errors happens at game launch, xml modders rarely have any use for the asserts that happens when hitting end turn or interacting with the game.
Xml modders will prefer to build the assert before pushing a bigger commit to xml and then switch back to the release dll so they can continue playing the game uninterrupted before having a new bigger commit ready that needs testing.
Python/art and translator modders will never benefit from these asserts.

Sure, if we manage to get the game in such a state that no asserts hit after 10 turns into any game every single time one starts the game, then we can have the assert dll as default for git setups.
 
I think it would be a case where once we are actually trying to solve for asserts then they are useful. We aren't really at the point where all these less critical problems need to be pestering us constantly as devs unless we want them to, which is less usual than when we don't.
 
Yeah, DevSetup.bat builds the assert dll by default, if you want to get rid of asserts like those you can go into the tools folder and run MakeDLLRelease.bat.
When that is done you can start the game again and there won't be any asserts.

When you pull with git and there's been changes to the dll source files, git won't rebuild your dll automatically, so you may need to run MakeDLLRelease.bat after doing a pull to get to latest dll version.

Pull is the same as doing an "SVN update".
So I opened Gitdesktop and it did an automatic Fetch. Now a Blue box appears that asks Pull Origin. That is the button I need to click?
 
@JosEPh_II okay if you fetch latest you will get release dll from then on, no more asserts.
See my above post please.

EDIT: 10 -4 will click it now.

EDIT 2: Okay it did something up top and is now gone.

So do I need to do anything else?
 
Run DevSetup.bat again, this time it should build the Release DLL, after that you are done.
 
Run DevSetup.bat again, this time it should build the Release DLL, after that you are done.
I think final release would be better for playing, as it is a lot faster.

It takes some time to compile.
 
Yeah it takes 15 min to build on a fast PC though. Git isn't for players its for devs so it doesn't matter if its a bit slower. You can build FinalRelease if you want of course, but it shouldn't be default.
 
It made it thru Re-Calc but took almost twice as long as it has been. Moved some ships and then Hit Red EoT button. 9+ minutes later it still had not processed the turn so I had to do a ctrl alt del restart.

The "fix" only cleared the asserts and let it re-Calc. But save game is still not playable. And this is my most advanced Civic Test game. Gonna be a real drag if I have to abandon it now.
 
It made it thru Re-Calc but took almost twice as long as it has been. Moved some ships and then Hit Red EoT button. 9+ minutes later it still had not processed the turn so I had to do a ctrl alt del restart.

The "fix" only cleared the asserts and let it re-Calc. But save game is still not playable. And this is my most advanced Civic Test game. Gonna be a real drag if I have to abandon it now.
I guess then making final release would be good option (MakeDLLFinalRelease batch file in tools).
You have to wait for a while - around 15 minutes though.

Windowed mode is your friend here.

Some asserts are pointing to really old bugs which never got fixed because nobody cared. They won't ever be fixed if the solution is to just disable the notifications about them.
Some asserts could be wrongly defined too.
 
I guess then making final release would be good option (MakeDLLFinalRelease batch file in tools).
You have to wait for a while - around 15 minutes though.


Some asserts could be wrongly defined too.
I'll give it a try. What do I have to lose. Really want this save to continue. Otherwise I've lost almost a months worth of test.
 
Looks like this save has actual freeze bug @billw2015
Yeah after 12 minutes it never processed the turn. Before this problem the turns were processing at 2min 32 secs.

Observation: every time I do a re-Calc once I click the Yes button If the Re-Calc pop up immediately goes away it will Re-Calc properly. BUT If the pop up does Not go away there is still a major problem somewhere.
 
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